

function EFFECT:Init( data )

	local Pos = data:GetOrigin()
	local Norm = Vector(0,0,1)

	Pos = Pos + Norm * 2

	local emitter = ParticleEmitter( Pos )

	--base explosion
		for i=1, 50 do

			local particle = emitter:Add("effects/fire_cloud1", Pos)

				particle:SetVelocity( Vector(math.random(-350,350),math.random(-350,350),math.random(-180,180)) )
				particle:SetDieTime( math.Rand( 0.3, 0.7 ) )
				particle:SetStartAlpha( math.Rand( 220, 240 ) )
				particle:SetStartSize( 10 )
				particle:SetEndSize( math.Rand( 50, 70 ) )
				particle:SetRoll( math.Rand( 360,480 ) )
				particle:SetRollDelta( math.Rand( -1, 1 ) )
				particle:SetColor( 255, 255, 255 )
				particle:VelocityDecay( true )

			end

		-- heat effect
		for i=1, 10 do

			local particle = emitter:Add("sprites/heatwave", Pos)

				particle:SetVelocity( Vector(math.random(-350,350),math.random(-350,350),math.random(-180,180)) )
				particle:SetDieTime( math.Rand( 0.3, 0.7 ) )
				particle:SetStartAlpha( math.Rand( 220, 240 ) )
				particle:SetStartSize( 150 )
				particle:SetEndSize( 0 )
				particle:SetRoll( math.Rand( 360,480 ) )
				particle:SetRollDelta( math.Rand( -1, 1 ) )
				particle:SetColor(255, 255, 255, 255)
				particle:VelocityDecay( true )

		end
	emitter:Finish()

end


function EFFECT:Think( )

	return false
end


function EFFECT:Render()
end



